I’ve been climbing the blog tutorials on advanced clothing, considering that clothing had tutorials in the basic web. Like many people want to start and is directed to this website, I considered interesting an article from scratch, allowing then to engage the advanced tutorials.

We must consider how to create clothes in Second Life, to understand the process after making textures. Clothes in Second Life is made or given inventory directly into the right button to “create clothes” or through the process of editing the avatar. Once edited, remove clothes that have and give to create a new one. If we had created in inventory to “put” clothes is equal process. The clothing is created by default so white and white texture.

The easy way from here is to choose any texture and, when the avatar appearance in edit mode, drag the texture of the inventory for the sale of fabric, the garment chosen in the selection to the left of the edit window. Also we can then change the color.

Hint: what color is the following utility: sometimes to climb the textured white or white textures to choose, we get different models.

Once we adjust the parameters of each garment in edit mode look (long, neck, etc. ..) keep the garment with the name you choose.

Why then the issue of making clothes for SL is so complex? With the number of fashion designers in SL is necessary to develop higher-quality clothing wrinkles, straps, slides, etc.. It seeks greater realism and quality in design. Although clothing is complemented with external accsorios: sculpted collars, sleeves, flexible prims … The true quality clothing using these prims attached (attached) to the avatar as a complement, not basics. Here is where the textures do with some graphic siden program, usually the photoshop. These textures are uploaded to SL TAG format (if needed we will now see alpha channels that they are) and if not, in JPEG or PNG.

Once we decided to go a step further and make the textures we need to work with templates. These templates are useful for: skins, clothing, tattoos, etc.. There are several places to get (including linden own website) but if you want and psd format, with separate layers and all, it’s best to go to the web

man shirts Top template. But with this template to the shape of man is very short so it is added to a bottom of the shirt or jersey of another template (or skirt or trousers, ie bottom template). When creating these clothes in SL, the bottom of the shirt or jersey is added as underwear as pants and jacket if it is used as texture for the bottom of this part.

For that we understand. I have a girl’s tank top in summer. I make my texture in a Top template. Then the climb to Second Life. I put in edit mode and look at the avatar I create several pieces with this texture: undershirt, shirt and jacket. Ultimately they will be like tank top in SL. Why are the clothes we sell comes with several pieces to the same result? to give the option of using tattoos under her shirt, for example, or bikini tops, etc.. In that case, the shirt would be the avatar as the jacket, the bikini top as a shirt and tattoo like t-shirt. Visually the effect is sought.

Now suppose we want to do the same tank top for men. As noted in man is required is added or ridiculous. Top We use the template to the top of the shirt and add a bottom with Bottom Skirt template or template. Once uploaded the two textures to Second Life also created three pieces with the same texture shirt and shirt, and jacket which add to the texture of the bottom, the second texture. We find that if the avatar mode uses the garment jacket, shirt will be perfect and complete, but what if the mode used shirt or shirt? So we’ve created an underwear and pants with the texture of the bottom of the shirt. A time to dress the avatar must play with all these clothes. For example, want to bring jeans, tattoos and clothing. Texans would be placed as pants, tattoo like t-shirt, jacket and shirt as we do. In some cases designers include a choice of textured bottom trousers with shirt over to the next course: Now the avatar wants to wear a jacket (jacket garment) open, and be seen outside of the shirt and jeans tattoo on the torso and neck (clothes: shirt, shirts, tattoo shirts and pants should bring the bottom of the shirt in the very texture of the jeans, the pants garment that would see the jeans and end of shirt.

As we see in the picture, open the template in the upper / top template, which comes in PSD format with layers for photoshop. Create a layer below the rest of that color (in my case blank to display all the better). We carry a selection of where we want to go neckline, sleeves, etc on the shirt. (I recommend at this point look at the article which discusses the possibility of creating clothes with this template pattern or texture inworld at the same SL, to see where each line will be exactly when dressing the avatar).

The second step is to create an alpha channel. This we did in the Channels folder. Take care that sometimes these templates have by default alpha channels. When you save and upload to SL, we can only have the alpha channel that interests us or leave your clothes with bugs. howto and see in the photo at right is the alpha channel. I enabled the color channels (RGB) to appreciate the channel, when we actually see in black and white. To create an alpha channel just save the selection that interests us, color is white for the selection area on the channel, and the rest black.

Remember: For Second Life, an alpha channel carries information which is opaque and which is transparent or semi transparent texture. What in the alpha channel is white, for SL is opaque, the texture will be seen in SL. If the alpha is black, for SL is transparent. We will not see anything in those areas in SL. The gray scale gives a semi transparent areas.

In our example we finally colored a beige shirt, and its alpha is made of gray T-shirt for semi-transparent. If we add realism, we must develop the same color pieces in other layers (not channels), and work the properties of each new layer, giving relief and contrast, even shadow. In my example I put a border of lace on another layer, and worked its layer properties.

I also added shadows and light, which makes us the impression of wrinkles. This part is largely developed in an article of this blog, I will not explain here how to perform. If they make a final trick (basic especially for tattooing), is to fill the layer of the same color shirt once elaborated all the steps. Why we do this operation? Photoshop has a margin of error in the selections. This margin in Second Life is very visible and can give us white halos. It is especially painful when the seams are seen as white lines. Thus, by texturing the rest, we save the problem of the margin of error.

In the image we use a texture as we were interested in a new layer in our staff of pants. As is below what we need to have two options: either to enlarge it with the free processing, or copy, paste and collate multiple times the texture.

We also have an extensive article on this blog about making the fraying effect. Consider two things: First that we put as white in the alpha channel in turn threaded areas, otherwise the threads that cross the broken will not be in SL.

Second thing, we can create shadows on the broken, which would look completely real to our broken into SL. Properties are generated by layer on layer of broken once the tissue layers together and thread. But this shadow also will have to take the alpha channel, although in this case in the form of gray.

REALIZANDO UNA PLANTILLA DE ARRUGAS A PARTIR DE UNA FOTO RL PREVIA. REALIZING A TEMPLATE FOR WRINKLES FROM A PREVIOUS PHOTO RL.

This section is especially useful for those who do not give skill to carry out the wrinkles. We choose an image from the Internet or a shot taken by us see where we want realistic wrinkles. Crop the image, we adapted to our staff (paste, and processing tools adapted to the top of the upper template ) .

In this case the image was gray, but if not desaturated before continuing (image-adjustments-desaturate).

Using brushes, tools to clone or patch fixes remove logos and details that are not basically the wrinkles and areas of light and shadow. In this step, some area may lose its shine or shade. Therefore it is essential to know how it is produced (refer back to that article).